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### #ActualAshaman73

Posted 28 March 2013 - 01:34 AM

What exactly are you trying to do?

I want a small multiplayer game (~2-4 players), which avoids the hassle of P2P (massive NAT issues), benefits from a classic client-server architecture (not only the network archtecture, but the classic asyncroniously game flow too, e.g. dynamic joining of new players, no out-sync due to a deterministic lock-step simulation etc.) , without the need to provide dedicated servers (\$) to play.

### #1Ashaman73

Posted 28 March 2013 - 01:31 AM

What exactly are you trying to do?

I want a small multiplayer game (~2-4 players), which avoids the hassle of P2P (massive NAT issues), benefits from a classic client-server architecture (not only the network archtecture, but the classic asyncroniously game flow too, e.g. dynamic joining of new players, no out-sync due to a deterministic lock-step simulation etc.) , without the need to provide dedicated servers.

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